This release has a few minor ui fixes, but is mostly focused on two new physics features:
Collision Groups
In an object’s physics settings, you can now select a “collision group”. By default, all objects are in the world collision group, where everything collides with everything else. The available groups are:
World everything collides with everything (default)
Player collides with everything except other players
Enemies collides with everything except other enemies
Decorations collides only with the world
Custom collides with the groups you choose
Using collision groups is a simple way to enable physics collisions between only the objects you want.
Physics Joints
Physics Joint is a new behavior that works similarly to attachments, except the attached objects retain their physics properties like collisions. Physics joints can also be flexible or breakable.
Three types of Physics Joints are available:
Spin Joint the two objects can rotate freely - useful for wheels or articulated joints
Weld Joint the two objects are stuck together
String Joint the two objects can spin freely and also move within a minimum & maxiumum distance from each other
Joints also have settings to determine how rigid/flexible/springy/breakable they are, so feel free to experiment
Please let me know if you encounter any issues, thanks!
Oh this is awesome! I remember the Physics Joints from the debug thing. I can’t really use Flowlab right now but would you be able to switch an objects collision group through behaviors? Would be pretty cool. Besides from that, this update is awesome.
Wait I completely forgot we got layered collisions as well because joints were talked about so much lol, this is an awesome update! Getting some of the main things wanted for a while, grazers been cooking
You can place them in those groups if you would like to use them. There is nothing really special about those groups, they are just built-in so you have some default options to use for common cases if you want.
I am on mobile, so I cant test it right now… But is it possible to make the fragile option hit something break? I wasn’t sure, because it said stretch in the behavior help.